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Freezing issue with OutRun 2006: Coast 2 Coast #3139

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hdd60311 opened this issue Aug 12, 2013 · 19 comments
Closed

Freezing issue with OutRun 2006: Coast 2 Coast #3139

hdd60311 opened this issue Aug 12, 2013 · 19 comments

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@hdd60311
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Test from 0.8.1-1269 to 1279 build, Getting into main menu is no problem, but when start game it would freeze at loading page and no response

log file: http://www.mediafire.com/?si58x37q6mm8zcm

@unknownbrackets
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Did it work before? Try changing SeparateIOThread in ppsspp.ini to False.

-[Unknown]

@hdd60311
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It works before (No freezing issue in 1173 build). I have tried changing SeparateIOThread to False but no help.

@unknownbrackets
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Hmm. It would help a lot to know which build it last worked in and which it first was broken in.

-[Unknown]

@hdd60311
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@unknownbrackets

I tested some old builds, 1226 build is fine but 1229 build occur the freezing issue, so it seems to break between 1227 and 1229 build.

@solarmystic
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@hdd60311

Here's 1228 for you test it with it:-
(I don't have this game, otherwise, I'd test it myself)

http://www.mediafire.com/?a9qv5rbqmmu9a50

@hdd60311
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thx a lot :)

@unknownbrackets
1228 tested, it has the same freezing issue as 1229.

@hrydgard
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So then it's likely e0f699f ?

@dbz400
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dbz400 commented Aug 14, 2013

Humm noo too sure if it is related to #3167 as well .

@hdd60311
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1368 tested, freezing issue is fixed with no multithread, still freeze with multithread on.

@hdd60311 hdd60311 reopened this Aug 15, 2013
@dbz400
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dbz400 commented Aug 15, 2013

Yep , it is expected at this moment as i only moved the scheldule event to be only effective in multithreaded mode.

@hdd60311
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Tested with 0.9.5-262, it do not freezed with multithread on, but the FPS is lower than multithread off.
screen00001
screen00000

@dbz400
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dbz400 commented Nov 12, 2013

I can confirm as well .It basically drop to half of FPS exactly .

@unknownbrackets
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Has this changed at all?

Also, is either FPS correct? If 8 is half, then it should be 15? A log would help.

-[Unknown]

@hrydgard
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Outrun 2006 is supposed to run at 60fps solid, so it's wildly wrong in the screenshots above.

I think it works okay now except for the car color and the sky going black later in the race.

@dbz400
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dbz400 commented Jan 15, 2014

Yes in default setting (which is MT off) , it runs at 60 fps solid .When MT on , it run 1/3 speed as shown below

MT off
screen00325

MT on
screen00326

@unknownbrackets
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So, this game no longer freezes or anything, the only remaining issue is incorrect fps with multithreading, is that correct?

-[Unknown]

@thedax
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thedax commented Feb 15, 2014

In this issue, yeah, it doesn't hang. It still has the following problems (only one of which is related to this exact issue, e.g. the multithreading):

  1. Multithreading FPS is wrong (for me it shows 22/20 instead of 60).
  2. The sky's missing on some tracks still.
  3. The car colours are wrong.
  4. All of the geometry is black now.

Screenshot 01

@unknownbrackets
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How are the colors/etc. now, with "simulate block transfers" checked?

-[Unknown]

@thedax
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thedax commented Jun 4, 2014

It's probably best to discuss each issue in the tickets I made (#5506). The skies aren't missing anymore, but some of the geometry is still black (#5507). To sum it up though, the car colours still have a blue glow to them (bad environment mapping?) and the windshields have a yellow glow now. Block transfer being on or off doesn't affect either issue. As for multithreaded FPS, it's a bit better than before (fluctuates between 22/20 and 50/50, though the game should go up to 60/60, and it also fluctuates on the real PSP depending on framerate, between 30 and 60, but it's different here, I think), but still not perfect. Running the game with a slightly higher CPU speed (say 334) and single threaded more or less removes the fluctuations that happen even on the real PSP, making the game run at a nice and smooth 60 FPS everywhere pretty much.

@hrydgard hrydgard closed this as completed Jun 4, 2014
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